[="eworm, post: 5865441, member: 218682"]Not sure if this is the right place, but there is this Drifblim I'vebeaught up and I'd really like to know if it is worth anything in the eyes of informed Smogonauts:
move 1:Phantom Force
move 2:Acrobatics
move 3:Will-O-Wisp
move 4:Tailwind/Disable/Protect
ability: Unburden
item: Power Herb
EVs: not sure
nature: Adamant
Mostly I'm thinking Doubles with this. Phantom Force is a new STAB which uses up the Power Herb, activating Unburden and increasing the power of Acrobatics. With doubled speed, Drifblim can either strike surprisingly fast or mess with the opponent by burning the physical attackers or Disabling the last move used. Phantom Force also ignores and cancels all kinds of Protects and Guards, which are everywhere in Doubles. Sure, it needs a charge turn after the first use, but it acts like a Protect and can't be Protected against. And even if the opponent switches, they will most likely take SOME damage anyway, since Normal types are regrettably rare. This Drifblim has ways to cripple the opponent, attack with respectable power or even mess with protecting tactics, so it might be neat for mind battles.
I'm not sure about the EV investment though. Obviously 252 Atk comes to mind, but I don't want to use 252 Speed if I don't need it to outspeed anything significant on that first turn. The remainder should probably go into HP or (Special) Defence (since Drifblim's HP is already massive).[/quote]
I'm a singles player, not a doubles one but I can give some insight on your set.
Power herb phantom force is not even a bad strat to use, but it isn't the most effective. Its got a solid niche in the fact it can access its unburden boost whenever it wants but after that, it really doesn't benefit from phantom force, consider it a move slot redudant.
Now, in xy, drifblim uses substitute to get down to sitrus range, to unburden. Whilst this might not be the most efficient way to access the unburden boost, it can use sub as the baiting tool/mechanic and proceeded to disable the only move they have to hit us with, or destiny bond to the ground, or will-o-wisp.
Its a much better all round move to have as it isn't useless after you use it, and can be used to bait moves or disable them.
Then again, I'm a singles Player, not sure about how it works in doubles, but in singles your set has a nice niche, but generally isn't the best.
It should also be mentioned that drifblim only really has a use in nu meta, not in any higher tier
move 1:Phantom Force
move 2:Acrobatics
move 3:Will-O-Wisp
move 4:Tailwind/Disable/Protect
ability: Unburden
item: Power Herb
EVs: not sure
nature: Adamant
Mostly I'm thinking Doubles with this. Phantom Force is a new STAB which uses up the Power Herb, activating Unburden and increasing the power of Acrobatics. With doubled speed, Drifblim can either strike surprisingly fast or mess with the opponent by burning the physical attackers or Disabling the last move used. Phantom Force also ignores and cancels all kinds of Protects and Guards, which are everywhere in Doubles. Sure, it needs a charge turn after the first use, but it acts like a Protect and can't be Protected against. And even if the opponent switches, they will most likely take SOME damage anyway, since Normal types are regrettably rare. This Drifblim has ways to cripple the opponent, attack with respectable power or even mess with protecting tactics, so it might be neat for mind battles.
I'm not sure about the EV investment though. Obviously 252 Atk comes to mind, but I don't want to use 252 Speed if I don't need it to outspeed anything significant on that first turn. The remainder should probably go into HP or (Special) Defence (since Drifblim's HP is already massive).[/quote]
I'm a singles player, not a doubles one but I can give some insight on your set.
Power herb phantom force is not even a bad strat to use, but it isn't the most effective. Its got a solid niche in the fact it can access its unburden boost whenever it wants but after that, it really doesn't benefit from phantom force, consider it a move slot redudant.
Now, in xy, drifblim uses substitute to get down to sitrus range, to unburden. Whilst this might not be the most efficient way to access the unburden boost, it can use sub as the baiting tool/mechanic and proceeded to disable the only move they have to hit us with, or destiny bond to the ground, or will-o-wisp.
Its a much better all round move to have as it isn't useless after you use it, and can be used to bait moves or disable them.
Then again, I'm a singles Player, not sure about how it works in doubles, but in singles your set has a nice niche, but generally isn't the best.
It should also be mentioned that drifblim only really has a use in nu meta, not in any higher tier